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Posted by Baker on 2012/06/29 11:38:17 |
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.
FitzQuake Mark V Download:
http://quake-1.com/docs/utils/fitzquake_mark_v.zip
Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.
It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.
Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme). |
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#1150 posted by Spike on 2016/09/17 21:34:56
Spike statically linked Quakespasm-Spike
No, I didn't. I just didn't include any dlls - the target audience will have them already.
I meant for it to be a patch rather than a fork, so I didn't see the point in making the zip huge.
FTE's texture loading code looks like spagetti because its designed to act like it, and by that I mean it supports both threads and filesystem caching.
This makes it _much_ faster to load stuff than DP.
And that's despite it trying about 125 different paths (ignoring the multiple extra gamedirs) for each individual texure last time I checked (that count doesn't include lumas/gloss/normals/bumps).
But yes, DP is consistent yet strict. Its a good choice as the favoured path to try first - unless of course the texturs in that path were completely flat with the expectation of bumpmaps providing all the depth, in which case they'll look terrible without rtlights.
So yeah, hurrah for fuhquake's naming convention!
#1151 posted by Gunter on 2016/09/17 21:35:15
The above reply was to dwere ^
In regard to what Baker said about it, I don't have a problem with sticking to Quake's default behavior for "Always Run," however in that case you should stick to Quake's default behavior and leave "Always Run" DISABLED by default. Of course, I dislike it and won't use it (for the reasons mentioned above), and can set up my config in an alternate way, but with it defaulted to ON, when I'm setting up new configs, it requires toggling the menu option to disable it -- there's no console command to disable it, right?
#1152 posted by Baker on 2016/09/17 22:10:01
Gunter, I agree intellectually with what you say.
But I do things from the perspective of the standard existing behavior so the users gets what they expect and have always known.
(1) Power users like you know how to edit your config.
(2) Some users who just want to play they game and it be like what they've always known.
They aren't necessarily power users and if you change things on them, they get confused.
@spike -- Interesting stuff. I thought you statically linked it like what imagine do with FTE. I know SDL2 can be statically linked in MinGW.
#1153 posted by dwere on 2016/09/17 22:27:39
Of course, I dislike it and won't use it (for the reasons mentioned above), and can set up my config in an alternate way, but with it defaulted to ON, when I'm setting up new configs, it requires toggling the menu option to disable it -- there's no console command to disable it, right?
There's no single console command, but a bunch of variables. You can set them however you want, and safely ignore what's written in the menu. The engine wasn't taught to detect your custom settings, so it just assumes one of the two conditions (autorun on/off) based on some of these variables (most likely just one of them).
The variables are:
cl_forwardspeed
cl_backspeed
cl_sidespeed
cl_upspeed (swimming/flying up and down)
cl_movespeedkey (multiplies the above speeds when +speed)
"Always Run"
#1154 posted by Gunter on 2016/09/17 22:32:33
Hm, considering it more, I really think this is an error or oversight in the original Quake code that has gone unfixed for a long time (actually, Quakespasm has fixed it!), and it really should be fixed in modern clients.
An illustration:
Default diagonal walking speed has you to move 2 steps forward and 3.5 steps to the side (200 and 350 are the actual settings).
So imagine a line starting at the lower . and ending at the top right .
Just go ahead and draw a line on your monitor with a marker to connect the dots :D
21.2.3.
.
1
.
That shows your line of motion -- the direction you will be traveling.
If you "run" using a Run key (+speed), those steps are both doubled, so you will be trying to take 4 steps forward and 7 steps to the side.
Imagine your line of moment now starting at the lower . and ending at the 7
41.2.3.4.5.6.7
.
3
.
2
.
1
.
You can see it is the same line of movement -- it just travels twice as far. Of course, you won't make it that whole distance, because there is an absolute speed limit, but you will still be traveling along the exact same line in the same direction as before until you hit the speed limit.
Now with "Always Run" ONLY modifying your forward speed, you will be taking 4 steps forward and 3.5 steps to the side, which greatly alters your line of travel. Now you are traveling from the lower . to the upper . again
41.2.3.
.
3
.
2
.
1
.
Completely different line of movement, and your sidestep speed suffers greatly.
The total distance you end up moving will be the same (the absolute speed limit) but your position will be different because you are moving along a different line in each case....
I believe the first line of movement is the correct intention for Quake, since it applies to the default walking or running methods.
I think with the "Always Run" menu option, they simply overlooked that it was supposed to also apply to the sidestep speed, which IS supposed to be doubled along with the other speeds when running.
#1155 posted by Baker on 2016/09/17 22:49:27
(1) A menu is to satisfy the basic needs of the average user.
(2) A config is to satisfy specialized needs, preferences or interests.
Joystick
#1156 posted by Gunter on 2016/09/17 22:50:50
Getting back to other bug reports, Joystick support seems to be broken in the latest Mark V, though it seems to work fine in my older version mark_v_e.
It says Joystick detected, and joystick 1 is set in the console, but no input is detected.
#1157 posted by Baker on 2016/09/17 23:21:17
Quakespasm has game controller support, you might check that out.
In the future when the day comes that I can work on the engine more, I expect to try to get the joystick control working perfectly. PFL earlier in the thread posted joystick settings that he used. (My response was I'm glad it worked, since I don't have a joystick at the present time).
@baker
#1158 posted by Gunter on 2016/09/17 23:27:19
"Quakespasm contrast not working is probably the result of one the command line options required to make Quakespasm run on your netbook. Try removing one of those command line options and see if it runs. "
I'm not using any command line switches (other than setting resolution). I can run Quakespasm just by itself and still no Contrast adjustment (same with the Quakespasm-sdl2.exe). I tried adding the -fitz switch, and that didn't help either (although then the demos play, when they normally don't in Quakespasm).
"I think ring of shadows hue is too dark. "
Yes, I agree. How about a console variable to adjust that?
I cannot get monster skins to work in Quakespasm.... They work fine in Mark V, and all other textures work in Quakespasm, such as walls, items, and weapons. Just not the monsters, no matter where I put the textures, like:
ID1/progs/ogre.mdl_0.tga
ID1/textures/ogre.mdl_0.tga
FVF/progs/ogre.mdl_0.tga
FVF/textures/ogre.mdl_0.tga
And I even tried the Qrack format ogre_0.png in various locations, just to be sure.
But the ogre stays ugly. Well, I mean... low-resolution ugly as opposed to high-resolution ugly. *shrug* I don't care enough to keep trying to make it work in Quakespasm.
And... how do I get high-quality monster textures to work? I tried them in Qrack format (png), I tried them in Mark V format (tga), I tried them in various locations (progs folder or textures folder), but they don't show up. Documentation, please!
Some of legacy GLQuake code in Quakespasm interferes with modern operating systems, preventing users from applying external skins to MDL files. To fix this, you need to go into your C:/Windows directory and delete system32.
#1160 posted by Baker on 2016/09/18 00:42:22
Quakespasm doesn't have external texture support for models. Just maps.
In preferences there is an option to lighten the view blends, the ring of shadows falls in that category. Otherwise you have to play with gl_polyblend or r_polyblend or whatever the name is.
#1161 posted by ericw on 2016/09/18 00:45:05
The reason the contrast slider wasn't working is it requres GL2.0+, which the intel 945 doesn't support.
Thanks for all the feedback!
#1162 posted by dwere on 2016/09/18 00:47:15
I didn't adjust the translucency and soft depth levels to match Qmaster's suggestion, though.
It should look even better with translucency, because it's multi-layered.
#1163 posted by Gunter on 2016/09/18 07:40:33
Ah, gl_polyblend is something I can mess with, though I really would like to be able to adjust only the ring blend, and not ALL the blends, because I think the others are ok. If I turn the ringblend down to where I think it looks good, then all the other blends look way too light. I guess I will settle for just toning it down a hair to 0.9, which doesn't lighten anything else too much....
I've also noticed that Mark V allows standard chat behavior during the "level end" scoreboard (i.e., you can still see the chat lines on the screen, and additionally if you are typing as the level transitions, it stays on screen too). Nice touch. This is an old old Quake bug that I hadn't seen anyone else deal with. And we do like to continue chatting in FvF while we dance at the end of a level ;)
On the bad side, I seem to be experiencing a few crashes on level transition both online and offline.... That's gonna be hard to debug on my end unless Mark V can generate error logs. But it seems like it possibly happens more often on certain maps. I'll keep notes on this....
Also, sometimes, when lots of stuff is flying around (especially lightning), I get "warning: 150 tempentities exceeds standard limit of 64." I don't think there's a need for users to see that warning, is there? It's fine as a debug message, but not something the end user needs to see.
And the shadows in DX Mark V are... uh... well, they look like ProQuake shadows where it's like you can see the folds inside the model casting varying intensity shadows -- the shadows don't look solid. In the older GL versions of Mark V, the shadows were a uniform color/transparency.
And just an interesting thing to note: I found out what was causing DX Mark V to run really badly in a window when I first tried it (but fine in fullscreen). I have a little program running that sits in the corner of my screen and shows the network traffic. It's called BitMeter 2. When that is on my screen and DX Mark V is running in a window, my FPS goet to like 6. As soon as I hide the little BitMeter display, my FPS smoooths out dramatically.... It doesn't effect the GL Quake clients I've used, though I have had videos get unsmooth when I try to watch them full screen if I had BitMeter displaying as well.... *shrug*
#1164 posted by metlslime on 2016/09/18 08:44:29
baker: i finally got a chance to look at the fitzquake 085 code, it appears that without texture_env_combine, you still can get alpha blending but what you lose is overbright lighting.
#1162
#1165 posted by mankrip on 2016/09/18 20:53:55
Retroquad doesn't support overdraw between surfaces with the same kind of liquid in the same entity, because in most cases that would be just a waste of framerate. In maps with molten mapping enabled and compiled with lit liquids, that would be a framerate killer.
But I agree that multiple layers of translucent surfaces may give a better fog impression. The lava in some AD maps (playing with QuakeSpasm, as my engine can't run it) looks more like plasma to me due to this.
(Sorry for the off-topic, Baker.)
#1166 posted by Baker on 2016/09/18 21:26:12
@gunter: By the way, in Mark V...
* You can paste text into what you type in a "say" message (messagemode2).
* You can paste text anywhere text input is accepted. In fact, if you hold down shift and select text in the console, you can press CTRL-C and copy text.
* You can also type "copy" in the console and copy the contents of the console to the clipboard.
DX wrapper doesn't have stencil, so can't do stencil shadows. Those smooth shadows are stencil shadows. But even those shadows don't clip. DarkPlaces is the only engine that renders player shadows properly on multiple surfaces that clip.
Warnings. Standard FitzQuake 0.85 printing warnings. But I've seen it confuse more than 1 person. Quakespasm made those only print with developer 1.
Its to help mappers know they are making a map that isn't standard Quake compatible (it won't be playable in Quakeworld like ezQuake, nor playable in GLQuake, etc.)
The DOPA release by Machine Games a couple of months ago is an example of a episode that is actually all-Quake compatible.
@metlslime: Didn't have enough time to check the .bsp code to see what alpha brushes rendered ok. Sounds like you are saying that I would have discovered no overbrighting on those when combine isn't available when I did look. In the future, I probably mimic that path for models with translucency to resolve lack of transparent gun rendering in DX version.
(@mk - it's not off-topic at all. Software renderers matter too!)
More Bugs And Suggestions
#1167 posted by Gunter on 2016/09/22 18:01:24
Hm, so if you can't make stencil shadows in DX, how about making the shadows completely black? Perhaps the r_shadows variable could work like wateralpha, and set the transparency level of the shadow. 0.5 might be the standard setting, but a setting of 1 would be a solid black shadow, which would look better than the weird shadows of varying thickness in DX.
I found that setting "noclip 1" caused the HUD area to turn grey. It sometimes flashes back to the HID when other effects are happening.
I tried playing a demo that someone recorded (I believe in Qrack) and it was constantly spamming the console with everyone's pings. I played the same demo in Proquake and it didn't do that. I played my autodemos from Mark V, and they also did not do that in Mark V. So I tried recording a couple demos in Qrack myself (not sure what version of Qrack I have), and they wouldn't play at all in Mark V, and one of them caused Mark V to crash. I tried the same demos in ProQuake, and it also crashed, but it popped up an error message first, "sv_lightstyle > MAX_LIGHTSTYLES"
A possible suggestion: how about overlaying the standard Quake sky over the skyboxes using the skyalpha to make it mostly transparent? Then you'd still have transparent moving clouds in front of the skybox.... Maybe just the first layer of clouds, and make the second layer completely invisible or something.
Ooh...
#1168 posted by Qmaster on 2016/09/22 19:55:09
I'd be curious to see how Gunter's multi-layered sky would look.
#1169 posted by Mugwump on 2016/09/22 20:04:31
That would be neat! Best of both worlds. Vanilla skies lack realism and skyboxes are pretty but completely static. Both are slightly annoying in their own way, but if we could mix them... w00t!
Transparent Weapon Model
#1170 posted by Gunter on 2016/09/22 20:28:11
Update...
I reported before, the "Invisibility - Draw Weapon" option that makes your weapon model transparent did not seem to work in DX Mark V, leaving the weapon fully solid.
But I just found that if "external_textures 1" is set, it DOES work, and my weapon model is transparent!
@Gunter
#1171 posted by Baker on 2016/09/22 21:10:52
Qrack questions, really you should ask R00k about his engine.
mh calls shadows in a Quake a hack. Go stand on the slime bridge in E1M1 with shadows on ... where is your shadow? Try any non-DarkPlace engine, the shadows aren't there when you walk on an entity. DarkPlaces has nice shadows.
Skybox clouds. I might put that on the list of things to see what it looks like, whenever in the future I have the opportunity to work on the engine again.
Noclip + DX + HUD. Looks like you found a bug with a certain combination of settings in the DX version.
#1172 posted by Baker on 2016/09/22 21:46:21
Setting gl_clear 1 may fix your HUD drawing issue in the DirectX version.
Interesting that activating external textures would cause the alpha transparency to work --- must kick it through a slightly different rendering codepath.
#1173 posted by mh on 2016/09/22 22:36:38
Planar shadows in Quake also poke over edges. You can stand under a bridge that a monster is walking on and see the underside of it's shadow poking over the edge of the bridge.
After 20 years of Quake, how the fuck do people still not notice this kind of stuff? Because once you do see it, you can't un-see it, and no shadows are better than that.
#1174 posted by dwere on 2016/09/22 22:58:19
Lighting made of hacks and approximations will always have its artifacts. Lightmaps included.
http://www.quaketastic.com/files/screen_shots/contract_revoked_fog.png
It's just a matter of what's easier for you to ignore. In this case - the lack of character shadows, or their unnatural properties.
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